What problem does it solve? Editing Unreal Engine Blueprint graphs through an AI agent is error-prone: nodes overlap, NodeGuids go missing, pins are left unwired, and uncompiled changes slip through. This Skill defines strict standard operating procedures so agents can create and modify Blueprint assets deterministically without corrupting the graph. ## Core Features & Use Cases - Five-Step Graph Modification SOP: Inspect the current graph with token-efficient queries, batch structural changes, draft and auto-layout T3D nodes, wire pins, and run a mandatory post-injection audit. - T3D Injection Rules: Enforces unique 32-character NodeGuids on every node, placeholder substitution ordering, and layout formatting via format_t3d_layout before injection. - Sub-Object & UMG Editing: Modify nested sub-objects and UMG widget slot properties (anchors, alignment, offsets) through native C++ action routes. - Three-Role Sub-Agent Workflow: Coordinates a Blueprint Architect (gap analysis), Blueprint Engineer (execution), and QA Auditor (compile and verify) for complex authoring tasks. - Use Case: Ask your agent to add a health-damage function to BP_Player; it fetches the current graph, plans the node changes, injects formatted T3D with valid GUIDs, wires the pins, and compiles to verify. ## Quick Start Ask your agent to add a new function with connected nodes to an existing Blueprint asset and have it follow the blueprint-authoring workflow to plan, inject, and compile the changes.